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Shade

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Shade last won the day on April 9 2022

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    Ragnarok Refreshed

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  1. Hi, I'm looking forward to change default Dodge Rate (%) but I couldn't find it. Does anyone know where is it located? [100 − (AttackerHit − DefenderFlee)]% Thanks in advance, Shade Nevermind, found it in battle.c
  2. Hi, I tried searching for the knockback calculation for Phantasmic Arrow in both skill.c and battle.c but couldn't find it. Does anyone know where it is located? Thanks, Shade
  3. It is not necessary to do this. It will still work without it.
  4. Hi! I have this custom status called SC_PERFECTAIM that reduces casting time on Falcon Assault ONLY by 100%. I tried adding in skill.c the following (in between the ---Shade--- lines) but it didn't work: int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { struct status_change *sc = status_get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; if( time < 0 ) return 0; if( bl->type == BL_MOB ) return (int)time; if( fixed == 0 ){ fixed = (int)time * 20 / 100; // fixed time time = time * 80 / 100; // variable time }else if( fixed < 0 ) // no fixed cast time fixed = 0; //---------------------------------------Shade----------------------------------------------------------------------------- if (sc->data[SC_PERFECTAIM]) { VARCAST_REDUCTION(100); status_change_end(bl, SC_PERFECTAIM, INVALID_TIMER); } //---------------------------------------Shade----------------------------------------------------------------------------- if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. if( sd->bonus.varcastrate < 0 ) VARCAST_REDUCTION(sd->bonus.varcastrate); if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast time += sd->bonus.add_varcast; if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast fixed += sd->bonus.add_fixcast; for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast fixed += sd->skillfixcast[i].val; break; } for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast time += sd->skillvarcast[i].val; break; } for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate VARCAST_REDUCTION(sd->skillcast[i].val); break; } for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ ) if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate fixcast_r = sd->skillfixcastrate[i].val; // just speculation break; } } if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) { // All variable cast additive bonuses must come first if (sc->data[SC_SLOWCAST]) VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); if( sc->data[SC__LAZINESS] ) VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2); // Variable cast reduction bonuses if (sc->data[SC_SUFFRAGIUM]) { VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } if (sc->data[SC_MEMORIZE]) { VARCAST_REDUCTION(50); if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); if (sc->data[SC_IZAYOI]) VARCAST_REDUCTION(50); if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER)) VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. if( sc->data[SC_TELEKINESIS_INTENSE] ) VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2); // Fixed cast reduction bonuses if( sc->data[SC_SECRAMENT] ) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP ) fixcast_r = max(fixcast_r, 5 + skill_lv * 5); // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] ) fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) fixed -= 1000; if (sc->data[SC_DANCEWITHWUG]) fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100; if( sc->data[SC_HEAT_BARREL] ) fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2); if (sc->data[SC_IZAYOI]) fixed = 0; } if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); } if( varcast_r < 0 ) // now compute overall factors time = time * (1 - (float)varcast_r / 100); if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; // underflow checking/capping time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); return (int)time; } #endif How do I set it so that it would specifically remove cast time on ONE SKILL ONLY without affecting others? Thanks in advance, Shade
  5. just as Shade said, change everything UNDEAD to CHANGEUNDEAD, also on cons.txt also on .tga files and also on all lua/lub files and it should work o: i had the same problem of you are you getting any errors when you open your client or something? Shade ty awsm guide i luv it and it's working >:3!! Thanks for the confimation and I'm glad you like it.
  6. So many different opinions as expected. How about this, players have to kill about 20 monsters their level on average to level up. What rate should that be?
  7. Just to be clear, if you use Stone Curse VISUAL effect, you won't be immobile right? Since you're only taking the visual effects.
  8. Hey guys, I've made a HEAVILY customized server (especially in the skill) and it is really close to completion (will be open for closed beta soon-ish). I wanted to introduce the server to rA. Unfortunately, since I made major change on the EXP table instead of the rates (still x1 for all), I don't know what category of server does it belongs. It is not that hard to level up but then again, it is not easy either. Most of the heavy modification is done on existing skills and so far there are no custom skills added. I don't know if I should put it under projects. Let me know what you think. Thanks, Shade
  9. This is nice! Does it mean we can use the visual effect like (Stone Curse/Poison) on a custom status?
  10. Hey Lighta, ls: cannot access config.log: No such file or directory I tried adding in config.log from my old revision (before I updated it to the latest) and give the server permission and it still didn't work.
  11. Hi, I have a problem while compiling: ./configure: line 1815: config.log: Permission denied ./configure: line 1825: config.log: Permission denied I am using root permission and my configure run without any problems or error. Thanks, Shade I can compile manually, just now on the host for some reason. Should not be related to any rA changes.
  12. Hi, I remember long long time ago, I've seen a free release of these two mob sprites (Prontera guard and Geffen Guard), does anyone know if it is still around? Thanks, Shade
  13. I got it working. It looks great so far (no errors). Do you guys have the shortcut keys and controls guide yet? I managed to add/edit objects and texture but I couldn't move the camera. Do we have to recalculate shadow?
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